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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 2472791" data-attributes="member: 1223"><p><strong>Terwitt the Scout</strong></p><p></p><p>Terwitt is a re-imagined PC from a long gone campaign. Now that Sir Hamral has been promised the Barony once the Frounter is delivered from the rucks, Derwich will play an important part in the last few sessions of our game. </p><p></p><p>Derwich was a once large and important fiefdom on the edge of the Ruckish Hills. During King Tereus's invasion, Derwich was overrun and the Baron and his enitre household slaughtered. Hamral's wife, Isabelle, is the sole surviving descendant of the old Baron. The Derwich Raiders are a group of loyal partisans who took to the woods rather than serve under ruckish overlords.</p><p></p><p>Terwitt was built using the nifty Scout base class from <em>Complete Adventurer</em>. The Improved Toughness feat is from <em>Complete Warrior</em>.</p><p></p><p>=====</p><p></p><p><strong>TERWITT, LEADER OF THE DERWICH RAIDERS CR 13</strong></p><p>Middle aged male human scout 13</p><p>NG Medium humanoid</p><p><strong>Init</strong> +5; <strong>Senses</strong> blindsense 30 ft; Listen +15, Spot +15</p><p><strong>Languages</strong> Common</p><p>-----</p><p><strong>AC</strong> 22, touch 18, flat-footed 14; uncanny dodge, Dodge, Mobility, Spring Attack</p><p><strong>hp</strong> 101 (13 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +11, <strong>Will</strong> +5; evasion</p><p>-----</p><p><strong>Spd</strong> 50 ft</p><p><strong>Melee</strong> <em>+3 handaxe</em> +13/+8 (1d6+4/x3)</p><p><strong>Ranged</strong> mwk shortbow +14/+9 (1d6/x3) or mwk shortbow +12/+12/+7 (1d6/x3)</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +10</p><p><strong>Special Attacks</strong> skirmish (+4d6, +3 AC)</p><p>-----</p><p><strong>Abilities</strong> Str 13, Dex 16, Con 14, Int 11, Wis 13, Cha 10</p><p><strong>SQ</strong> camouflage, flawless stride, trackless step, trapfinding</p><p><strong>Feats </strong>Dodge (B), Improved Toughness, Mobility, Point Blank Shot (B), Rapid Shot (B), Shot on the Run, Spring Attack, Track (B), Weapon Focus (shortbow)</p><p><strong>Skills</strong> Balance +13, Climb +12, Craft (bowmaking) +8, Hide +15, Jump +14, Knowledge (geography) +11, Knowledge (nature) +13, Listen +15, Move Silently +15, Search +8, Spot +15, Survival +17 (+19 following tracks, aboveground, or to keep from getting lost or avoiding hazards), Tumble +13</p><p><strong>Possessions</strong> <em>+3 padded armor,</em> <em>amulet of health +2</em>, <em>+3 handaxe</em>, masterwork shortbow, 50 <em>+1 arrows</em></p><p>-----</p><p><strong>Skirmish (Ex):</strong> Terwitt deals an extra 4d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet away from where he was at the start of his turn. The extra damage applies only to attacks made after he has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage only applies to living creatures with discernible anatomies. Undead, constructs, oozes, plants, incorporeal creatures, and creature immune to extra damage from critical hits not vulnerable to this additional damage. Terwitt must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Terwitt cam apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.</p><p>Terwitt gains a +3 competence bonus to his Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as he has moved 10 feet, and lasts until the start of his next turn.</p><p><strong>Camouflage (Ex):</strong> Terwitt can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.</p><p><strong>Flawless Stride (Ex):</strong> Terwitt can move through any sort of terrain that slows movement at his normal speed and without taking damage or suffering other impairment. This ability does not permit Terwitt to move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically transformed to impede growth.</p><p><strong>Trackless Step (Ex):</strong> Terwitt leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.</p><p><strong>Trapfinding (Ex):</strong> Terwitt an use the Search skill to locate traps with a DC higher than 20, and can use the Disable Device skill to bypass a trap or disarm magic traps.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 2472791, member: 1223"] [b]Terwitt the Scout[/b] Terwitt is a re-imagined PC from a long gone campaign. Now that Sir Hamral has been promised the Barony once the Frounter is delivered from the rucks, Derwich will play an important part in the last few sessions of our game. Derwich was a once large and important fiefdom on the edge of the Ruckish Hills. During King Tereus's invasion, Derwich was overrun and the Baron and his enitre household slaughtered. Hamral's wife, Isabelle, is the sole surviving descendant of the old Baron. The Derwich Raiders are a group of loyal partisans who took to the woods rather than serve under ruckish overlords. Terwitt was built using the nifty Scout base class from [i]Complete Adventurer[/i]. The Improved Toughness feat is from [i]Complete Warrior[/i]. ===== [B]TERWITT, LEADER OF THE DERWICH RAIDERS CR 13[/b] Middle aged male human scout 13 NG Medium humanoid [B]Init[/b] +5; [B]Senses[/b] blindsense 30 ft; Listen +15, Spot +15 [B]Languages[/b] Common ----- [B]AC[/B] 22, touch 18, flat-footed 14; uncanny dodge, Dodge, Mobility, Spring Attack [b]hp[/b] 101 (13 HD) [B]Fort[/b] +8, [B]Ref[/b] +11, [B]Will[/b] +5; evasion ----- [B]Spd[/b] 50 ft [B]Melee[/b] [i]+3 handaxe[/i] +13/+8 (1d6+4/x3) [B]Ranged[/b] mwk shortbow +14/+9 (1d6/x3) or mwk shortbow +12/+12/+7 (1d6/x3) [B]Base Atk[/b] +9; [B]Grp[/b] +10 [B]Special Attacks[/b] skirmish (+4d6, +3 AC) ----- [B]Abilities[/b] Str 13, Dex 16, Con 14, Int 11, Wis 13, Cha 10 [B]SQ[/B] camouflage, flawless stride, trackless step, trapfinding [B]Feats [/b]Dodge (B), Improved Toughness, Mobility, Point Blank Shot (B), Rapid Shot (B), Shot on the Run, Spring Attack, Track (B), Weapon Focus (shortbow) [B]Skills[/b] Balance +13, Climb +12, Craft (bowmaking) +8, Hide +15, Jump +14, Knowledge (geography) +11, Knowledge (nature) +13, Listen +15, Move Silently +15, Search +8, Spot +15, Survival +17 (+19 following tracks, aboveground, or to keep from getting lost or avoiding hazards), Tumble +13 [B]Possessions[/b] [i]+3 padded armor,[/i] [i]amulet of health +2[/i], [i]+3 handaxe[/i], masterwork shortbow, 50 [i]+1 arrows[/i] ----- [B]Skirmish (Ex):[/b] Terwitt deals an extra 4d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet away from where he was at the start of his turn. The extra damage applies only to attacks made after he has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage only applies to living creatures with discernible anatomies. Undead, constructs, oozes, plants, incorporeal creatures, and creature immune to extra damage from critical hits not vulnerable to this additional damage. Terwitt must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Terwitt cam apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. Terwitt gains a +3 competence bonus to his Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as he has moved 10 feet, and lasts until the start of his next turn. [B]Camouflage (Ex):[/b] Terwitt can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. [B]Flawless Stride (Ex):[/b] Terwitt can move through any sort of terrain that slows movement at his normal speed and without taking damage or suffering other impairment. This ability does not permit Terwitt to move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically transformed to impede growth. [B]Trackless Step (Ex):[/b] Terwitt leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. [B]Trapfinding (Ex):[/b] Terwitt an use the Search skill to locate traps with a DC higher than 20, and can use the Disable Device skill to bypass a trap or disarm magic traps. [/QUOTE]
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